RimWorld

RimWorld

7,800 ratings
Vanilla Furniture Expanded - Security
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
11.416 MB
25 Aug, 2019 @ 9:04am
14 Aug @ 7:22am
43 Change Notes ( view )

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Vanilla Furniture Expanded - Security

In 2 collections by Oskar Potocki
Vanilla Expanded
101 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]



Before we begin, a massive thank you to my team. You all have been super inspiring, and your ideas and feedback are bringing these mods extra depth. Trunken, XeoNovaDan, thank you.



1.3.0 (14/07/2021): Now introducing:

Oh, and 1.3 update!



This module is a part of Vanilla Furniture Expanded which can be downloaded below. Vanilla Furniture Expanded is not required to play with this module.



Vanilla Furniture Expanded - Security module, a spiritual successor to More Vanilla Turrets, is a result of hours upon hours of hard work. It has been a long time since we began working on this mod, and with a team of brilliant programmers, I am now honored to present to you a Vanilla Expanded approach to base defenses. Every word and every stat in this mod have been carefully prepared to be as balanced and as “vanilla” as possible.

Introducing new defenses for every era of the game - starting with hastily built neolithic cavalry spikes, medieval catapults and ballistas, industrial turrets, submersible defenses and artillery, and ending on spacer shield generators and advanced spacecraft railguns.

Several new types of structures you never knew you needed - short walls, acting like a balanced embrasure, trenches allowing your pawns to quickly traverse the battlefield whilst under the high cover from enemy fire and many, many more are waiting for you to explore.

This module introduces 27 new defense structures, all neatly filling up the Security tab in the Architect menu. With research technologies spread out across all stages of the game, this mod itself is enough to provide you with hours of entertainment.



If any pieces of furniture disappear upon being built, move the mod further up the mod queue.

Due to base game bug, enemy raids can sometimes load their mortars and artillery with stone chunks. Please use [XND] Turret Extensions - Continuum to fix that.

[forms.gle]

Inability to build rocket turrets is a bug with mortar accuracy since they updated to 1.1. Until the matter is fixed, the only way to fix it is to disable Mortar Accuracy.



Authors:

Oskar Potocki, an artist and a designer, responsible for all the artwork and visual imagery.

Trunken, a programmer responsible for the XML base.

XeoNovaDan, a programmer responsible for the C# code of the mod.

Ogliss, for help with submersible defenses.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]

















































































Q: Can enemy siege use artillery?
A: Yes, Artillery has been added to the list of potential long range weapons for enemy sieges.

Q: What can I expect to see on the development blog on your patreon?
A: Patrons have been able to see the progress on this and many other mods for quite some time now, advising me every step of the way. I try to post several times a week, which is a perfect opportunity to get to know the development process.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new security means?
A: If I find a commonly requested feature to be viable and fitting, I will not hesitate to make it a part of this mod.

Q: Do I need the base module for it to work?
A: No, our goal has always been zero dependencies. You don’t need anything for this mod to work.

Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn't suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I've created these means to protect your base to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is - nothing in this mod is special at all. Nothing will make you go "Oh that's unusual", well, maybe except the shield generator, because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod compatible with Turret Extensions?
A: Yes, basic support for Turret Extensions has been implemented: Manned turrets will make use of the manning pawn's accuracy and aiming time stats.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like.

Q: Does a shield generator stop drop pods?
A: Yes, each drop pod can be intercepted, lowering the shield HP each time.

Popular Discussions View All (96)
18
3 Aug @ 3:53pm
[BUG] mod breaks all siege events
Aerensiniac
2
19 Aug @ 12:54pm
Artillery/bombardment rebalance
Swaggy
24
20 May @ 8:55am
Shield generators fail to protect against drop pod raids (with code explanation) [now fixed]
LT General Apathy
2,042 Comments
Classy. 31 Aug @ 4:09pm 
could you add the amount of covered effectiveness/detriment of trenches and platforms to their info screen? because i have no idea how much they actually cover and expose. Same the aim help and Independence.

And if i may suggest something. 10 steel per square for the barbed wire is a bit steep as you cant farm it as effectively. but i think it would be worth it if it stunned pawns that stepped on it, instead of just slowed.
"Technae" 28 Aug @ 1:27pm 
mod creator, you are too good for this broken world, thank you
boog.retard 20 Aug @ 1:38am 
Can confirm posthum's comment, trenches and platforms as of the August 14th update still don't function
Kittamaru 16 Aug @ 11:11am 
Seems like the Artillery Bombardment from enemy settlements is able to pass right through shields, both large and small :(
Mr. J Soda 14 Aug @ 2:54pm 
@secretoti some of the VE workshop pages are very outdated. about 1/5 the stuff that's said here is not in 1.5.
Nyx (She/Her) 14 Aug @ 12:21pm 
A changelog update would be appreciated.
JazzimoX 14 Aug @ 11:31am 
Looks like this mod got an update today (same day as Insectoids 2, nice). Can't see what was changed. Anyone see any bugs or are they all fixed?
Secretoti 5 Aug @ 5:52am 
There are some items that do not appear, such as the landmines, does anyone know why?
Meyar 3 Aug @ 3:53pm 
Sieges are still popping errors for me even when the siege AI try to set up a mortar instead of artillery.
posthum 1 Aug @ 12:19pm 
I just tested and neither the platform nor the trench modify gun range at all. Judging from the rest of the comment section, pretty much nothing at all in this mod seems to do what it says on the tin.